I also think this will have to do with some kind of AI.Watch it just be their version of Sophy/Drivatar.
On a serious note I am curious what it could be because at this stage in the sim world I can't think of much that would be a "complete game changer".
Unique Selling Point.What does USP mean?
(Un Sold Projectcars3?)
Sounds like something you'd get arrested for! Or very painful at the least.That was an awful name though.
I suppose because the alternative "We're making a racing game. Don't get too excited though because it'll be the same as every other racing game" doesn't really get any interest going. You've got to add a bit of zest. And every time he posts it certainly does that.Why does he do this to himself? Build something up with a lot of words? Something so game changing to SIM racing that he feels it should be patented?
Interesting comment regarding how pCars 3 was marketed.
Watch it just be their version of Sophy/Drivatar.
On a serious note I am curious what it could be because at this stage in the sim world I can't think of much that would be a "complete game changer".
Interesting comment regarding how pCars 3 was marketed.
Dude's the Peter Molyneux of racing games. Over-promises and under-delivers constantlyBell really needs to engage his brain before running his mouth every time. All the big talk just leads to disappointing letdowns.
Not so sure it's accurate to say he under delivers CONSTANTLY.Dude's the Peter Molyneux of racing games. Over-promises and under-delivers constantly
Are you talking about World of Speed? I don't remember seeing conceptual stuff about this, but I do remember the meltdown the reveal of this caused on the forums. The only early, early conceptual stuff I remember seeing was for Biker Bash, a "Road Rash" type game.If he's talking about what I think, the pCARS spinoff already had a name but I cannot for the life of me remember what it was. Early, early conceptual stuff was shown on WMD during the pCARS 1 days. Did 3 really build off of that?
It wasn't Sideways though.
World of Speed, that's what it was! Thank you.Are you talking about World of Speed? I don't remember seeing conceptual stuff about this, but I do remember the meltdown the reveal of this caused on the forums. The only early, early conceptual stuff I remember seeing was for Biker Bash, a "Road Rash" type game.
Yeah, there was some teasers, some official gameplay and off-screen gameplay from an event (gamescom maybe?). The weird story about this game is that, if I remember correctly, SMS only did the first part of the developpement of this game and then handed the source code to another game studio. There was a big closed beta for Russians (thanks to my.com) but after about 2 years (?) in beta state, that closed down. At the time I looked a some leaked gameplay from the beta and it honestly looked awful. The part I'm sad about is that we never got to see what the Caucasus Mountain track (originally intended for pCARS 1 and then intended of WoS after the SNOW controversy) looked like.World of Speed, that's what it was! Thank you.
I remember a few screenshots and one or two short video teasers with the Evo...FQ-360, I think it was.
I do think the same and later during the process Codies being taken over by EA was the final nail in the coffin. Certainly when you see what is left of the racing portfolio now EA is in control. Bell talks a lot but he pulls off a lot too. I think he definitely deserves some credit but one should be careful in reading to much into things. He most likely gets carried away from time to time and he's led by emotions. It brought GTR and the PC series. Both have had a significant influence on the genre. Let's hope and see but with the people on board , the ingredients are there!Of course things went downhill after the buyout. The thing that killed PC3 was the marketing which codies insisted upon. He lost control over his own game. I remember his early comments about the game, intending to make it a successor to NFS Shift, and was meant to be called PCARS Revolution, but then the studio got bought.
After that whole fiasco, people developed the wrong perception, blaming him and saying he lied. Unfortunately he had no choice. He shouldn't have sold out to codies, that was the biggest mistake.
We're talking about a guy who created PCARS 1 and 2. I have no reason to question his abilities, and now that he's not under anyone's command anymore, I expect great things. The man's passion is admirable.
Which brings me back to my original comment: is WoS what Ian's referring to or something else entirely? I know we're several years removed at this point, but is it possible pCARS 3 was built on the bones of what World of Speed was originally intended to be?Yeah, there was some teasers, some official gameplay and off-screen gameplay from an event (gamescom maybe?). The weird story about this game is that, if I remember correctly, SMS only did the first part of the developpement of this game and then handed the source code to another game studio. There was a big closed beta for Russians (thanks to my.com) but after about 2 years (?) in beta state, that closed down. At the time I looked a some leaked gameplay from the beta and it honestly looked awful. The part I'm sad about is that we never got to see what the Caucasus Mountain track (originally intended for pCARS 1 and then intended of WoS after the SNOW controversy) looked like.
A select few of the tyres in Project CARS 2 were the first next step in advancement, but they took much longer to calibrate and parameterize than the baseline tyres. When you get this right, there’s a more dynamic and organic feel, but if you get it even a little wrong, the physical simulation tells you so. While a lot of the math and solver stuff in the previous version of the model was correct, it could be computationally intensive and cumbersome to parameterize, even without the more advanced features. So, some of the new model is about better factoring of parameters as well as some significant optimizations.
After that, yes, a next version of both carcass and tread models are in the works, although in some ways these are simpler, taking advantage of much higher discretization than we could do before. The more resolution we can solve, the closer to first principles we can model, and then let more of the dynamics just fall out. For example, one goal is to have the “bite” feature mentioned above become obsolete because it can just fall out of the base model in real time.
Also, you can find on LinkedIn that they have at least 22 employees, most of them seems to be from SMS.AJ’s bespoke physics engine has been built from the ground-up with no legacy architecture at all. This is a big step for the studio and, of course, the sim racing community. But for future sim racing historians (yes, they exist!), here’s a little factoid—the test mule the studio is currently using to validate theory inspired the name of the studio. That’s the straight-4 engine that came in a classic racer from the ’70s. Reason why it’s such an effective test mule is in its core design: lightweight, high-revving, rear-wheel drive, and prone to the most divine power slides.
In its second evolution and under the laser-gaze of a group of German specialists named Zakspeed (who built around five examples for Group 5 in late-’76), the 1800cc straight-4 engine was souped-up to some stratospheric degree and ended up producing around 250 incredibly loud horses at an ear-shattering 9,200RPM.
This car isn’t happy unless it’s in a sideways drift somewhere, so it’s an endlessly forgiving and fun ride.
I'm not sure, but I would think that it's probably easier to starts from pCars 2 then to start with WoS that was based on pCARS 1. After handing out the source code, not sure if they still had any right to use any assets from WoS.Which brings me back to my original comment: is WoS what Ian's referring to or something else entirely? I know we're several years removed at this point, but is it possible pCARS 3 was built on the bones of what World of Speed was originally intended to be?